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 Forum index » Modding Central » Public Project Announcements
YR: Rise of the East
Moderators: Generals Moderators, Global Moderators, OpenRA Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Mon Apr 18, 2016 2:54 pm    Post subject:  YR: Rise of the East
Subject description: name set, MP beta released
Reply with quote

UPDATE 30/07/2020
Version 2.1 released, check out the moddb page Smile

PSA: THE LATEST POST AT THE BOTTOM IS THE ONLY UP TO DATE POST IN THIS THREAD!
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Last edited by XxpeddyxX on Thu Jul 30, 2020 6:23 am; edited 11 times in total

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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Mon Apr 18, 2016 2:54 pm    Post subject: Reply with quote

-------------
Asia Tech Tree
-------------
-------------




Last edited by XxpeddyxX on Wed Apr 15, 2020 11:37 am; edited 5 times in total

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Apr 18, 2016 4:48 pm    Post subject: Re: YR: Dominion Reply with quote

XxpeddyxX wrote:
veterancy adds further of 30% damage and 50% strength for each level of veterancy


This doesn't work. These abilities work like switches, if you relist a veteran benefit at elite, the game will not reapply that benefit, which means you just apply these at veteran and no changes on elite. To have the 30% elite dmg if you intend to maintain this setup, you'll have to manually recalculate every weapon to apply that difference.
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Sat Apr 30, 2016 8:48 am    Post subject: Reply with quote

-------------
Allied Tech Tree
-------------
-------------




Last edited by XxpeddyxX on Wed Apr 15, 2020 11:38 am; edited 4 times in total

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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Tue Dec 13, 2016 4:12 am    Post subject: Reply with quote

-------------
Soviet Tech Tree
-------------
-------------




Last edited by XxpeddyxX on Wed Apr 15, 2020 11:40 am; edited 4 times in total

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Dec 13, 2016 11:34 am    Post subject: Reply with quote

A bow seems very low tech for any of the factions, although recently it's become somewhat of a trope in video games (see Crysis 2 and 3 for example). Could work with Allies as Marvel's Hawkeye -like character.
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Dec 13, 2016 11:21 pm    Post subject: Reply with quote

The STLN is supposed to be a Sylvester Stallone wannabe, with the bow being Rambo's. Your argument is invalid. #Tongue
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Deformat
Defense Minister


Joined: 17 Sep 2007
Location: Bucharest,Romania Posts:29240348568

PostPosted: Sun Dec 18, 2016 1:57 pm    Post subject: Reply with quote

Nice stuff, I really dig the cameo style Smile

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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Mon Jan 02, 2017 9:50 am    Post subject: Reply with quote

-------------
Yuri Tech Tree
-------------
-------------



Last edited by XxpeddyxX on Wed Apr 15, 2020 11:41 am; edited 2 times in total

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NimoStar
Laser Commando


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Jan 10, 2017 2:31 am    Post subject: Reply with quote

I like the concepts and style of this mod.

I had done my germany prism-focused too.

As such, go on. Do not let yourself be discaouraged from lack of feedback.
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Sat Mar 25, 2017 1:02 am    Post subject: Reply with quote

NimoStar wrote:
I like the concepts and style of this mod.

I had done my germany prism-focused too.

As such, go on. Do not let yourself be discaouraged from lack of feedback.

Thank you for the feedback! Yeah I like the idea of side specific tech Smile

Progress as been slow due to real life issues, basically remained untouched since last post in this thread. Hopefully will have something to show soon.

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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Wed Jul 19, 2017 8:15 am    Post subject: Reply with quote

RESERVED

*removed post because image hosting issues

Last edited by XxpeddyxX on Wed Apr 15, 2020 11:43 am; edited 1 time in total

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NucleiSplitter
Gauss Rifle Trooper


Joined: 28 Oct 2016
Location: PH

PostPosted: Wed Jul 19, 2017 12:57 pm    Post subject: Reply with quote

Go back to Upgrade Icons, probably unlocked at a higher level Tech Center
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Tue Jul 25, 2017 11:01 am    Post subject: Reply with quote

Made some changes to the AI again, also made America's ground presence stronger but still focused on hover/air tech.

I think I'm mostly done with Germany, got enough laser weapons to make it different to America.

Here's a play test of the new Allied AI. Once I feel like the Allies are more complete, I'll work on the icons.



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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Jul 25, 2017 1:48 pm    Post subject: Reply with quote

http://www.tiberiumweb.org/forums/index.php?showtopic=2587&pid=39603

I suggest you use these muzzle flash animations. You can convert them to Unit or Anim Palette on RA2/YR Palette too.
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deathreaperz
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Joined: 20 May 2013
Location: Indonesia Tanah Air Beta

PostPosted: Tue Jul 25, 2017 3:04 pm    Post subject: Reply with quote

The AI is superb.
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Thu Jul 27, 2017 2:02 pm    Post subject: Reply with quote

Atomic_Noodles wrote:
http://www.tiberiumweb.org/forums/index.php?showtopic=2587&pid=39603

I suggest you use these muzzle flash animations. You can convert them to Unit or Anim Palette on RA2/YR Palette too.
Wow that arty muzzle is sick thank you.

deathreaperz wrote:
The AI is superb.

Thank you Very Happy trying to make it as challenging as possible without map specific code.

Here's some more visual improvements, charging railgun animation.


@Nuclei Yeah I think I'll make better icons and continue using those instead.

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NucleiSplitter
Gauss Rifle Trooper


Joined: 28 Oct 2016
Location: PH

PostPosted: Thu Jul 27, 2017 3:10 pm    Post subject: Reply with quote

The Railgun Animation isn't bad, could be smaller fo my taste of reality (it shouldn't be too big)
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G-E
General


Joined: 09 Feb 2015

PostPosted: Fri Jul 28, 2017 5:48 am    Post subject: Reply with quote

Technically a railgun should look almost like a rocket except with a shockwave following the projectile rather than flame.
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Jul 28, 2017 10:15 am    Post subject: Reply with quote

US Navy's new railgun tested a few weeks ago.





Fun fact: In a normal gun the muzzle flash is produced by excess propellant. In a rail gun the high speed of the projectile causes the air in the barrel to super heat into plasma!
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Sun Aug 20, 2017 10:20 am    Post subject: Reply with quote

More updated visuals, insignias this time, most likely gonna go with the eagle for the allies, thoughts?

I included 3 stages as Alex mentioned potentially implementing a way to make more than 2 veterancy stages.


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Anderwin
General


Joined: 16 May 2005

PostPosted: Sun Aug 20, 2017 8:33 pm    Post subject: Reply with quote

cool
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Mon Aug 21, 2017 3:10 am    Post subject: Reply with quote

Figured I'll just do all of them at once, been hard coming up with ideas for Yuri.. any suggestions greatly appreciated. I may just go with the big logo without the swords.

I wanted to go red for the soviets but it's hard on the eyes so a a red tinge on yellow will have to do.

Left to right: Allies, Empire(East Asia), Soviets 1 & 2, Yuri

@Anderwin: Very Happy


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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Mon Aug 28, 2017 9:17 am    Post subject: Reply with quote

Just a quick update, I've decided to make the mod assets completely public (upon official release) in hopes of having someone give me a hand with single player maps and the like. We're a community after all and I believe we should all be able to learn from each other.

The credits file is there for a reason, if an asset has no name to it treat it as my own and give credit where due.

A public beta release (protected) is coming soon and will just feature multiplayer. Easy, Normal and Brutal AIs will be available. Yuri and Soviets will not be available as they are unfinished.

Easy and Normal will respect prerequisites. Normal and Brutal will allow for AI cheats such as cloning via more factories. Brutal will ignore most prerequisites and have other unfair advantages.

Onto some gameplay changes, I've now moved all mini superweapons (such as Airstrike) to TechLevel=10 and will be toggleable via Superweapons On/Off. Support superweapons (Tank Drop, Repair, Power ups) will be available as normal via Radar.

The Eastern Empire will have a Particle Cannon superweapon for fun in the beta as a placeholder for their own nuke or the like.

They have very basic tech and weapons so I'm tying the railgun tech (TS railgun) to the storyline (which will be explained later, but TLDR: Sovs go back in time and as a result undo their defeat AND the commy China defeat by the Allies, join forces with them, PRC steals blueprints to their Prism weapons and modify for their use, thus; railgun tech).

Changing South Korea to North Korea, it just makes more sense.

Allied cameos will be done soon for showcase and criticism.

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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Tue Aug 29, 2017 1:19 pm    Post subject: Reply with quote

Here's the Allied infantry. Quite happy with the outcome, was hard finding a blue to blend properly with the background and lighting.

ptroop art made by 4stargeneral.


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Anderwin
General


Joined: 16 May 2005

PostPosted: Tue Sep 05, 2017 10:33 pm    Post subject: Reply with quote

Coll style! I like it!
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4StarGeneral
General


Joined: 14 Sep 2006
Location: Constant Flux

PostPosted: Wed Sep 06, 2017 1:23 am    Post subject: Reply with quote

Yeah, that's a unique, nice looking style, I love it. Also glad that prism trooper is getting used. #Tongue
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Nolt
Cyborg Firebomber


Joined: 25 Apr 2012
Location: Chile

PostPosted: Wed Sep 06, 2017 12:23 pm    Post subject: Reply with quote

Damm those chevrons look nice, btw the yellow star can also look like facebook's amazed face if you look right.
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Exley
Commander


Joined: 09 May 2011
Location: X-Files

PostPosted: Thu Sep 07, 2017 12:25 am    Post subject: Reply with quote

me likes the shield on laser tank
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though you can add a spawn animation with veins it will give you some weird ... stuff
it spawned veins, but also Rocks, Brigdes ...

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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Sun Sep 10, 2017 5:32 am    Post subject: Reply with quote

@Nolt & 4StarGeneral: Thanks!

@Exley: I didn't want to scrap it altogether so it will be used as a support power for Germany.

Okay I think I'm done with tweaking numbers and making things presentable.

This is the final (for the multiplayer alpha release) AI test. I've spent a couple of days playing around with difficulty and Easy/Normal are beatable but Brutal is still ridiculous especially with a complete base - starting with 10k cash makes it impossible.

3v3 Brutal at top, Normal in the middle and Easy at bottom of the map.




1v1 Same side, brutal AI




Unfortunately the game didn't last long enough to test a few things and the Iron Dragon (based on the unused Generals aircraft) was one of them, so here it is. I sent it to Creator for voxel touch ups.

I'll put everything together over the next couple of weeks for a release, cheers.


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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Sun Sep 17, 2017 9:54 am    Post subject: Reply with quote

I've gone ahead and released a multiplayer (skirmish only) version.

If you try it out be sure to leave feedback on anything as I would love to improve on the mod.

I'm working on incorporating it with CNCNet5 Client but am having some issues with Syringe not accepting the dll's. Once sorted I'll start working on the client.

Head over to my ModDB page for download link.

I'm set on the name Rise of the East, any suggestions or improvements are welcome.

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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Sun Sep 24, 2017 8:45 pm    Post subject: Reply with quote

Released v1.01 which now has basic cncnet5 functionality and loads of balancing and other tweaks, link is as above.
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Thu Jan 09, 2020 9:04 am    Post subject: Reply with quote

Haven't updated this in forever.

I edited the second post with the Asian Tech Tree and removed/reserved some other posts for the other tech trees.

I also shamelessly copy and pasted my latest post from ModDB but slightly modified for PPM formatting #Tongue


-----------------------

No new release yet but the next version 2.0 is coming soon. Still only a multiplayer release but will include all 4 sides, although Allies and Asia are much more polished.

Long story short lots of IRL stuff, PC was packed away and not set up until recently so I've been working as much as I can, adding new units, visuals, balancing etc.

2.0 will bring loads of changes and new features which I hope you will enjoy. I also intend on making my files public so they will not be protected, just ensure you read the credit.txt Smile

This article will focus on showing some weapon and art enhancements, so let's kick it off with:

Bullet weapons release shell casings and have new fire animations for normal and heroic levels:




Straight fire missiles no longer get affected by wind:





Next, I would like to showcase a few of Yuri's units:

Here you see the Seeker; Yuri's core AA and scouting unit, the Stealth Tank, Disruptor and the Fanatic.




Terrorist type units were rarely used in vanilla, 2.0 makes them not explode if killed early - rendering them very efficient if they are able to reach their target without harming friendlies.





Next up we have the new veterancy insignias, I chose to go back to basic looking ones rather than fancy as previously used, feedback welcome!


Lastly, I think infantry lack diversity so I'll be adding a few more - with some fun weapons. Here's the shotgun Wink





For those interested, the WIP 2.0 changelog can be found https://pastebin.com/bBzujjub.

Until next time with another update
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G-E
General


Joined: 09 Feb 2015

PostPosted: Wed Jan 15, 2020 6:08 pm    Post subject: Reply with quote

Just watching your vids, some cool mechanics at work...

I also see you used my chrono-mlrs thing Smile
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Thu Jan 16, 2020 2:39 pm    Post subject: Reply with quote

Thank ya!

Haha yes, secret crate unit! Very Happy

Playing around with shot types, would love opinions on which one people prefer, I'm thinking of using the 2+1:




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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Tue Jan 21, 2020 9:40 am    Post subject: Reply with quote

Giving Boris the STLN treatment. Hopefully when finished will somewhat resemble a middle eastern sniper which will be Iraq's hero unit. His specialty? Shamelessly ripping off Jarmen Kell's weapons.


Anyway, been playing around with mechanics, here's a sneak peek:




All units and buildings are good to go. Provided I get all the art out of the way soon, the next release will just be pending an AI overall and we'll be good to go for 2.0. ETA 8 weeks.
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DaubertMotion
Cyborg Engineer


Joined: 17 Dec 2015

PostPosted: Tue Jan 21, 2020 3:55 pm    Post subject: Reply with quote

If you want, I can convert Jarmen Kell to .shp after I finish the rebel.

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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Wed Jan 22, 2020 1:57 am    Post subject: Reply with quote

DaubertMotion wrote:
If you want, I can convert Jarmen Kell to .shp after I finish the rebel.
That would be amazing! Thanks in advance if you get the chance Smile
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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Mon Mar 09, 2020 9:56 am    Post subject: Reply with quote

You have a PM on the subject of development of this mod.
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Mon Apr 13, 2020 12:38 pm    Post subject: Reply with quote

Millennium wrote:
You have a PM on the subject of development of this mod.
Replied! cheers
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Wed Apr 15, 2020 11:34 am    Post subject: Reply with quote

Released 2.0 this week, figured I'd update this thread with the details as well.

I updated the tech tree posts further up with up to date content.

There's simply too many new things to mention in one post so I'll just link the ModDB page here:

https://www.moddb.com/mods/riseoftheeast

A briefing on the release:


1. Soviets and Yuri are now playable
2. Major changes to the existing Asia and Allied factions
3. Many new units and support powers
4. Huge audio and visual improvements
5. Complete Naval warfare capabilities for all factions
6. New and improved AI
7. New and unique unit abilities. As a starting point only some units will have new/additional abilities
8. Units now get promoted from damage over time and residual damage effects such as firestorms
9. Updated CnCnet Client giving full multiplayer support

I'll leave a couple of new gameplay videos here, both oldish (prior to release fixes) Yuri and Soviet vids:

Yuri:



Soviets:



And am already working on the next version which will introduce cryo tech and some new sides, and with it some fun stuff:



Hope you guys like it, spent quite some time polishing this release and from the feedback I've received so far from the community and my testers, the multiplay component is good.

I aim to implement a campaign in 3.0 that goes in detail where East Asia sits in the story and how they have their tech/weapons.

What I hope to release first is Generals style maps so I may begin working on this first.

Cheers
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G-E
General


Joined: 09 Feb 2015

PostPosted: Wed Apr 15, 2020 1:22 pm    Post subject: Reply with quote

Hahah I like that freeze death #Tongue
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Fri Apr 17, 2020 6:51 am    Post subject: Reply with quote

G-E wrote:
Hahah I like that freeze death #Tongue
Was very fun to make #Tongue
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Thu Jun 04, 2020 1:05 am    Post subject: Reply with quote

I don't update this as much as I should  Very Happy

Here's some stuff that's been brewin:

Tree Terrorism!



Reshade profiles for users to play with


new CNCnet Client menu. I have new lobby screens with buttons coming as well, eventually I'll touch on the logo and other art for improvements


Have been diversifying sides lately so here's how the faction starters vary:


Also developed a killer permanent upgrade solution which I'll share the code here on PPM soon along a whole bunch of useful codes:




I've updated the gameplay playlist on youtube: https://www.youtube.com/watch?v=s6q98RjWzyw&list=PLQjP4WFzumnQFfMFYuyBO_TThvGCAcS2h

And of course if you want to try 2.1, feel free to join the discord to download the latest copy!
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Thu Jul 30, 2020 6:23 am    Post subject: Reply with quote

2.1 Released!

The ModDB article covers everything there is to know but here is a short list:

YR Remastered Campaign
Save and Load Games
Full Client Support/Revamp + File Updater
ReShade Support + Client Integration
Custom Map Editor
Website + Unit Description/Guide

Worthy mentions:
Lots of new maps + some exclusives
Exclusive artwork made just for Rise of the East!
New Units and Support Powers
Permanent Upgrades
Weather Effects

Here's a quick look at the images from the post:








New Client Look and features such as self updater, ReShade integration and custom drop down menu functions and more, thanks for Kerbiter's fork:





Moving forward we'll have a brand new campaign and exclusive new assets with the Asian side, GLA implementation and further visual improvements.
These are the new upcoming flag designs:


And this is one of the new buildings WIP and design:


If you end up trying the mod I hope you enjoy Smile

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G-E
General


Joined: 09 Feb 2015

PostPosted: Thu Jul 30, 2020 12:25 pm    Post subject: Reply with quote

Looks good, but given the effort to stay within reasonably sized units and even realistic units, the Scion raiders really stick out Smile
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